.
The Northern Quadrant is the most open and spread out part of the city because of the numerous college campuses, parks, and airfield. East of the area depicted on the map is mostly residences with a few small colleges, schools, churches and businesses. Triangles represent magic power depots, control and containment systems or TW Transit Stations. Circles are dome shaped houses often home to dragons and other large nonhumans. A circle in a square is a tower. Magic Clubs, Groups & Societies. Many of the neighborhoods throughout the Northern and Western Quadrants of Tolkeen are home to practitioners of magic. The powerful triangle of ley lines (uncommon in North America) is what attracted many people (and the Dragon Kings) to settle at Tolkeen in the first place. As the city grew, magic became a major feature of the city and its practitioners an important part of its society. Mages and creatures of magic have risen to prominence in every aspect of the city's (and to a slightly lesser degree, the kingdom's) military, government, industry, education system and society at large. Right underneath practitioners of magic in positions of prestige and importance are scholars, scientists, psychics, historians and engineers, pretty much in that order. In fact, most of the people living in the city of Tolkeen are well educated and/or skilled professionals. With all that knowledge, free thinking and magic right on its doorstep, it is no wonder the CS was nervous. Among practitioners of magic, Ley Line Walkers are at the top of the roost, with masters of Ley Line Magic at the very top. Techno-Wizards are a close (very close) second, and may have usurped the top spot after the war // Tolkeen had survived. The Tolkeen-Coalition War more than any event in history has put the Techno-Wizard, and to a lesser degree, the Warlock and Shifter in the limelight and made people all over stand up and take notice of their craft and the things these mages can do. Warlocks are firmly cemented in the number three position with Mystics and Shifters Founding out the rest. Necromancers and other lesser known mystic arts such as Conjuring and Temporal Magic are at the bottom of the magical elite. With so many practitioners and students of magic there are thousands of little guilds, societies, sects, clubs and groups. Most are tiny, elite, often snobbish organizations of like-minded individuals who run in the same social circles. In fact, many groups are basically social clubs and fraternities who meet at the various members' homes or a favorite pub or restaurant. Only some of the larger, wealthiest and most prestigious have their own clubhouse. A typical club has 4 to 24 members. The largest, two or three hundred. Many belong to five or six organizations (fraternal order of this, alumni society of that, the club of whatever, and so on). However, there is inevitably only one organization that the mage will feel most closely affiliate with and whose members he is most open and comfortable among. This is typically a small club or society with fewer than 30 members; often composed of close-knit friends or family members. These clubs and societies have no nefarious purpose, secret agenda, or political leverage, but are just what they sound like, a "club." A gathering of people who share the same fundamental (often deep rooted) views, ethics, morals, likes and dislikes, and most important of all, enjoy each other's company. It is as simple as that.
1. Camp North Point
Camp North Point is a military base located around Tolkeen's ley line nexus point. It was originally established to prevent undesirables from using the nexus for nefarious purposes or against the communities growing up around them (i.e. Tolkeen, Freehold, etc.). About 40 years ago, the King and Circle of Twelve established a formal military base at this site complete with a small airfield. Camp North Point has since become the center for Tolkeen's military defense and training, although field exercises and training take place all around the tri-city area and at some of the specialized universities. In fact, many cadets in the Tolkeen Defense Force are recruited from the colleges.
2. North Point Gardens
A pretty little park with a small lake, ice skating rink, bike trail and lots of park benches. In peacetime, personnel from the base often met their sweethearts here. Like most of the Northern Quadrant, it will be decimated.
3. North Point Dimensions
A relatively small, independent outfit of about 90 researchers, half practitioners of magic versed in dimension spanning magic (Summoners, Temporal Wizards, those who specialize in
Ley Line Magic), the other half, scientists, scholars and administrators.
4. Teleportation and Transit Station #N3
This is one of the TW teleportation and Transit Stations that use to run up and down the ley line and the various campuses.
5. Restaurant Row
A strip of restaurants, bakeries, bars and convenience stores that cater to the military and university crowd. It is a pretty rambunctious strip in the evenings and weekends. It is decimated in the final siege.
6. Techno-Wizard Institute of Engineering
An advanced school of Techno-Wizardry and Engineering that only accepts the brightest and best. Part of its campus is a massive industrial design complex that builds and experiments with TW designs. They have made numerous contributions to the war effort as well as having helped to design many of the buildings, bio-domes and marvels of Tolkeen. S
7. Power Plant
A sprawling complex that once provided the city of Tolkeen with 75% of its power. Siege Note: It is a smoking crater subjected to dimensional weirdness.
8. Factories: Manufacturing District
Two dozen factories of varying sizes producing all manner of things; half Techno-Wizard items. They were hit in the initial air raid and continue to be hit until they are flattened.
9. Residences
Mostly the homes of those who work in the factories, power plant and airport. Siege Notes: Because they are located near so many "strategic" targets, their neighborhoods are among the first to feel the brunt of the Coalition's attack. Circular structures are typically the homes of dragons or other large nonhumans.
10. Police and Fire
A highly efficient emergency complex divided into police, fire and rescue. Before the war it serviced the surrounding community and the airport with top-flight care and competence.
11. Tolkeen School of Demonology
This institution is both a school and society for the dark mystic arts of Shifting, Summoning, and Necromancy (with a small chapter of Witches). The facility has tripled in size since Tolkeen went to war about four years ago, and has gained some measure of acceptance and even respectability for their restraint and contribution to the war effort. The dark mages have proven to be surprisingly loyal, helpful and courageous. On the other hand, they have also been frighteningly treacherous, ruthless and savage when it comes to dealing with the enemy. This school has a large dome and other sites on the grounds and underground in chambers away from prying eyes and the faint of heart, for summoning and meeting with malevolent and hideous supernatural creatures, demonic lords and grim experiments.
12. Institute of Necrology
This school is dedicated exclusively to the study and mastery of Necromancy. Strangely enough, classes include biology, physiology, anthropology, forensic medicine, chemistry (with an emphasis on poisons), brewing, preserving foods, and first aid or holistic medicine. Bone Magic is also taught, and Witchery, Summoning, and Shifting are studied in a cursory way.
13. Hospital
Siege Notes: This well equipped facility is instantly overwhelmed
as the Northern Quadrant takes the first hits of the
war, and suffers the greatest level of death and destruction
throughout the siege. It and the nearby School of Medicine suffer
damage from air raids and combat, and no mercy is given
when Holmes' troops finally shatter the northern defenses. Its
destruction and the death of all in the compound is an incident
the General regrets, but war is Hell, and they were the enemy;
the majority not even human.
14. Tolkeen School of Medicine
A school of medicine with a prominent wing dedicated to psychic healers, holistic medicine and the use of magic.
15. Nursing Home
This care facility is also caught in the conflagration when General Holmes' air raiders and subsequent attacks seek to eradicate the places of mystic knowledge and focal points for magic. A matter of an unfortunate location. All are killed.
16. Shifter & Summoning Academy
This place of learning specializes in the arts of summoning and controlling magical and supernatural powers, forces, and living beings. Siege Note: You guessed it, a prime target by the CS for complete annihilation.
17. College of Magic
This is one of the largest and most illustrious schools of magic in North America! Its main emphasis is on spell casting magic, so its largest department and main curriculum is Wizardry for Ley Line Walkers with a special branch dedicated to the mastery of Ley Line Magic.
Other sizable departments include Temporal Magic, The Intuitive Arts (Mystics and the union of psionics with magic), Elementalism (Warlock magic), Stone Magic, and a department of the "esoteric arts" which examines some foreign magic disciplines and little known areas of magic. It includes Russian Fire Magic, Russian Spoiling Magic, Nature Magic, Druidism and Native American Spiritualism as well as a few others. However, while "esoteric" studies will give the student a general knowledge of these disciplines - the equivalent of Lore: Magic
(+20%) in each area studied for one year - it does not teach the actual discipline. NO spells are learned (Note: A Mystic who takes esoteric arts can sometimes select one spell from one of these magicks when he reaches a new level of awareness; G.M.'s discretion to allow this for the rare player character). Shifting, Summoning, Techno-Wizardry (because there are entire schools devoted to it) and Conjuring also have a small presence at the college, but are tiny compared to the main, spell casting, curriculum.
18. Northline Mall
A large shopping complex with over 50 different stores, 20 theater cinema, racquetball court, indoor ice arena (hockey and skating), food court and a half dozen restaurants. A four hundred room hotel is part of the mall complex.
19. Exotic Stables
An all-purpose facility that buys, sells, boards and offers veterinary services for exotic riding animals. It does actually have a stable of horses, but its exotic animals include the Pegasus, Fury Beetle, Ostrasaurus, various breeds of dinosaurs, Rhino-Buffalo and even a few Spiny Ravagers and Giant Canyon Worms (see Rifts® New West for the worms, dinosaurs and other critters). They also teach (with their cooperation) how to ride Gargoyles, Kryygorth Pegasus and Psi-Ponies (all rare, intelligent and highly prized). The stable owners used to have a ranch full of exotic animals in the north, but it was destroyed by the first Coalition
Invasion Force two years ago.
20. Residential District
Homes, some dormitory style housing for college students, with game shops, pool halls, boutiques, nightclubs, bars and other small establishments around the various campuses. A good number of young scholars, mystic acolytes, and first and second level practitioners of magic, Rogue Scholars and Rogue Scientists can be found in these neighborhoods.
21. College of Learning
One of the best scholastic universities on the continent, second only to the one at Lazlo. The emphasis here is on history, science, mathematics, chemistry, law, philosophy, creative writing, and the arts (drawing, painting, sculpting, dance, music, the performing arts, etc.). Erin Tarn has been a guest lecturer here many times, as have Plato of Lazlo, Lord Dunscon of the Federation of Magic, and many famous figures.
22. Institute for Megaversal Studies
This institute delved into the theories about space and time, dimensional travel, and physics. It also studied the various people and cultures of the known Megaverse, including the Splugorth and their minion races, the Naruni, True Atlanteans, Temporal Raiders, Phase World and Wormwood, among others.
23. Silver Lake Society for Elementalism
A very open campus with a magnificent fountain in the lake, an orchard, 1000 foot (305 m) tower, fire pit, interesting sculptures, rock formations and a Stonehenge style circle of standing stones (where it is said that a small clan of one hundred Faerieslive). For nearly one hundred years, it has been one of the premier places for learning the mystic art of Elementalism. Tolkeen has been for generations, one of the few places to embrace, encourage and teach the ways of the Warlock. An area of magic many people foolishly consider to be primitive and archaic. If nothing else, the Tolkeen Coalition War has proven just how powerful and instrumental Warlocks can be in a war.
24. Silver Lake
A quiet place for fishing and swimming (no boating allowed); owned and controlled by the Warlocks. See the Lake's role in the Final Siege in #23 above.
25. Wooded Area
Around the Airport and Warlock Society is an area of light, undeveloped woodlands. Refugees and citizens on the run try to hide here but to no avail. Most get captured or killed.
26. Tolkeen Airport
Used both by the civilian population and Tolkeen's military. It was ravaged early in the siege and later seized by the CS.